using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition { class SerializedGPUResidentDrawerSettings { public SerializedProperty root; public SerializedProperty mode; public SerializedProperty smallMeshScreenPercentage; public SerializedProperty enableOcclusionCullingInCameras; public SerializedProperty useDepthPrepassForOccluders; public SerializedGPUResidentDrawerSettings(SerializedProperty root) { this.root = root; mode = root.Find((GlobalGPUResidentDrawerSettings s) => s.mode); smallMeshScreenPercentage = root.Find((GlobalGPUResidentDrawerSettings s) => s.smallMeshScreenPercentage); enableOcclusionCullingInCameras = root.Find((GlobalGPUResidentDrawerSettings s) => s.enableOcclusionCullingInCameras); useDepthPrepassForOccluders = root.Find((GlobalGPUResidentDrawerSettings s) => s.useDepthPrepassForOccluders); } } }